OutlineEffect.js 8.1 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301
  1. /**
  2. * @author takahirox / http://github.com/takahirox/
  3. *
  4. * Reference: https://en.wikipedia.org/wiki/Cel_shading
  5. *
  6. * Dependencies
  7. * - THREE.ChainableEffect
  8. *
  9. * // How to set default outline parameters
  10. * new THREE.OutlineEffect( renderer, {
  11. * defaultThickNess: 0.01,
  12. * defaultColor: new THREE.Color( 0x888888 ),
  13. * defaultAlpha: 0.8
  14. * } );
  15. *
  16. * // How to set outline parameters for each material
  17. * material.outlineParameters = {
  18. * thickNess: 0.01,
  19. * color: new THREE.Color( 0x888888 ),
  20. * alpha: 0.8,
  21. * visible: true
  22. * };
  23. *
  24. * TODO
  25. * - shared material
  26. * - support shader material without objectNormal in its vertexShader
  27. */
  28. THREE.OutlineEffect = function ( renderer, parameters ) {
  29. THREE.ChainableEffect.call( this, renderer );
  30. parameters = parameters || {};
  31. this.enabled = true;
  32. var defaultThickness = parameters.defaultThickness !== undefined ? parameters.defaultThickness : 0.003;
  33. var defaultColor = parameters.defaultColor !== undefined ? parameters.defaultColor : new THREE.Color( 0x000000 );
  34. var defaultAlpha = parameters.defaultAlpha !== undefined ? parameters.defaultAlpha : 1.0;
  35. var invisibleMaterial = new THREE.ShaderMaterial( { visible: false } );
  36. // copied from WebGLPrograms and removed some materials
  37. var shaderIDs = {
  38. MeshBasicMaterial: 'basic',
  39. MeshLambertMaterial: 'lambert',
  40. MeshPhongMaterial: 'phong',
  41. MeshStandardMaterial: 'physical',
  42. MeshPhysicalMaterial: 'physical'
  43. };
  44. var uniformsChunk = {
  45. outlineThickness: { type: "f", value: defaultThickness },
  46. outlineColor: { type: "c", value: defaultColor },
  47. outlineAlpha: { type: "f", value: defaultAlpha }
  48. };
  49. var vertexShaderChunk = [
  50. "uniform float outlineThickness;",
  51. "vec4 calculateOutline( vec4 pos, vec3 objectNormal, vec4 skinned ) {",
  52. " float thickness = outlineThickness;",
  53. " float ratio = 1.0;", // TODO: support outline thickness ratio for each vertex
  54. " vec4 pos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + objectNormal, 1.0 );",
  55. // NOTE: subtract pos2 from pos because BackSide objectNormal is negative
  56. " vec4 norm = normalize( pos - pos2 );",
  57. " return pos + norm * thickness * pos.w * ratio;",
  58. "}",
  59. ].join( "\n" );
  60. var vertexShaderChunk2 = [
  61. "#if ! defined( LAMBERT ) && ! defined( PHONG ) && ! defined( PHYSICAL )",
  62. " #ifndef USE_ENVMAP",
  63. " vec3 objectNormal = normalize( normal );",
  64. " #ifdef FLIP_SIDED",
  65. " objectNormal = -objectNormal;",
  66. " #endif",
  67. " #endif",
  68. "#endif",
  69. "#ifdef USE_SKINNING",
  70. " gl_Position = calculateOutline( gl_Position, objectNormal, skinned );",
  71. "#else",
  72. " gl_Position = calculateOutline( gl_Position, objectNormal, vec4( transformed, 1.0 ) );",
  73. "#endif",
  74. ].join( "\n" );
  75. var fragmentShader = [
  76. "#include <common>",
  77. "#include <fog_pars_fragment>",
  78. "uniform vec3 outlineColor;",
  79. "uniform float outlineAlpha;",
  80. "void main() {",
  81. " gl_FragColor = vec4( outlineColor, outlineAlpha );",
  82. " #include <fog_fragment>",
  83. "}",
  84. ].join( "\n" );
  85. function createMaterial ( originalMaterial ) {
  86. var shaderID = shaderIDs[ originalMaterial.type ];
  87. var originalUniforms, originalVertexShader;
  88. var outlineParameters = originalMaterial.outlineParameters;
  89. if ( shaderID !== undefined ) {
  90. var shader = THREE.ShaderLib[ shaderID ];
  91. originalUniforms = shader.uniforms;
  92. originalVertexShader = shader.vertexShader;
  93. } else if ( originalMaterial.isShaderMaterial === true ) {
  94. originalUniforms = originalMaterial.uniforms;
  95. originalVertexShader = originalMaterial.vertexShader;
  96. } else {
  97. return invisibleMaterial;
  98. }
  99. var uniforms = THREE.UniformsUtils.merge( [
  100. originalUniforms,
  101. uniformsChunk
  102. ] );
  103. var vertexShader = originalVertexShader
  104. // put vertexShaderChunk right before "void main() {...}"
  105. .replace( /void\s+main\s*\(\s*\)/, vertexShaderChunk + '\nvoid main()' )
  106. // put vertexShaderChunk2 the end of "void main() {...}"
  107. // Note: here assums originalVertexShader ends with "}" of "void main() {...}"
  108. .replace( /\}\s*$/, vertexShaderChunk2 + '\n}' )
  109. // remove any light related lines
  110. // Note: here is very sensitive to originalVertexShader
  111. // TODO: consider safer way
  112. .replace( /#include\s+<[\w_]*light[\w_]*>/g, '' );
  113. var material = new THREE.ShaderMaterial( {
  114. uniforms: THREE.UniformsUtils.clone( uniforms ),
  115. vertexShader: vertexShader,
  116. fragmentShader: fragmentShader,
  117. side: THREE.BackSide,
  118. //wireframe: true,
  119. skinning: false,
  120. morphTargets: false,
  121. morphNormals: false,
  122. fog: false
  123. } );
  124. return material;
  125. }
  126. function createMultiMaterial ( originalMaterial ) {
  127. var materials = [];
  128. for ( var i = 0, il = originalMaterial.materials.length; i < il; i ++ ) {
  129. materials.push( createMaterial( originalMaterial.materials[ i ] ) );
  130. }
  131. return new THREE.MultiMaterial( materials );
  132. }
  133. function setOutlineMaterial ( object ) {
  134. if ( object.material === undefined ) return;
  135. object.userData.originalMaterial = object.material;
  136. if ( object.userData.outlineMaterial === undefined ) {
  137. object.userData.outlineMaterial = object.material.type === 'MultiMaterial' ? createMultiMaterial( object.material ) : createMaterial( object.material );
  138. }
  139. if ( object.userData.outlineMaterial.type === 'MultiMaterial' ) {
  140. updateOutlineMultiMaterial( object.userData.outlineMaterial, object.userData.originalMaterial );
  141. } else {
  142. updateOutlineMaterial( object.userData.outlineMaterial, object.userData.originalMaterial );
  143. }
  144. object.material = object.userData.outlineMaterial;
  145. }
  146. function updateOutlineMaterial ( material, originalMaterial ) {
  147. if ( material === invisibleMaterial ) return;
  148. var outlineParameters = originalMaterial.outlineParameters;
  149. material.skinning = originalMaterial.skinning;
  150. material.morphTargets = originalMaterial.morphTargets;
  151. material.morphNormals = originalMaterial.morphNormals;
  152. material.fog = originalMaterial.fog;
  153. material.visible = originalMaterial.visible;
  154. material.uniforms.outlineAlpha.value = originalMaterial.opacity;
  155. if ( outlineParameters !== undefined ) {
  156. if ( outlineParameters.thickness !== undefined ) material.uniforms.outlineThickness.value = outlineParameters.thickness;
  157. if ( outlineParameters.color !== undefined ) material.uniforms.outlineColor.value.copy( outlineParameters.color );
  158. if ( outlineParameters.alpha !== undefined ) material.uniforms.outlineAlpha.value = outlineParameters.alpha;
  159. if ( outlineParameters.visible !== undefined ) material.visible = outlineParameters.visible;
  160. }
  161. if ( material.uniforms.outlineAlpha.value < 1.0 ) material.transparent = true;
  162. }
  163. function updateOutlineMultiMaterial ( material, originalMaterial ) {
  164. var outlineParameters = originalMaterial.outlineParameters;
  165. material.visible = originalMaterial.visible;
  166. if ( outlineParameters !== undefined ) {
  167. if ( outlineParameters.visible !== undefined ) material.visible = outlineParameters.visible;
  168. }
  169. for ( var i = 0, il = material.materials.length; i < il; i ++ ) {
  170. updateOutlineMaterial( material.materials[ i ], originalMaterial.materials[ i ] );
  171. }
  172. }
  173. function restoreOriginalMaterial ( object ) {
  174. if ( object.userData.originalMaterial !== undefined ) object.material = object.userData.originalMaterial;
  175. }
  176. this.render = function ( scene, camera, renderTarget, forceClear ) {
  177. if ( this.enabled === false ) {
  178. renderer.render( scene, camera, renderTarget, forceClear );
  179. return;
  180. }
  181. var currentAutoClear = renderer.autoClear;
  182. renderer.autoClear = this.autoClear;
  183. // 1. render normally
  184. renderer.render( scene, camera, renderTarget, forceClear );
  185. // 2. render outline
  186. var currentSceneAutoUpdate = scene.autoUpdate;
  187. var currentShadowMapEnabled = renderer.shadowMap.enabled;
  188. scene.autoUpdate = false;
  189. renderer.autoClear = false;
  190. renderer.shadowMap.enabled = false;
  191. scene.traverse( setOutlineMaterial );
  192. renderer.render( scene, camera, renderTarget );
  193. scene.traverse( restoreOriginalMaterial );
  194. scene.autoUpdate = currentSceneAutoUpdate;
  195. renderer.autoClear = currentAutoClear;
  196. renderer.shadowMap.enabled = currentShadowMapEnabled;
  197. };
  198. };
  199. THREE.OutlineEffect.prototype = Object.create( THREE.ChainableEffect.prototype );
  200. THREE.OutlineEffect.prototype.constructor = THREE.OutlineEffect;